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Community made spawn.dfn to populate the UOX3 World

Posted: Sun Jul 10, 2005 1:01 pm
by Grimson
EDIT - This is now out of date. More up-to-date and continuously evolving spawn files are now included with UOX3 by default.

About the spawn.dfn:
It is based of the spawn.scp from Ripper's World for the Lonewolf EMU. It was then converted by me into the UOX3 spawn.dfn format and cleaned up a bit. After that Fresshness and I added another bunch of spawn regions to it, so that the world is now quite filled with NPCs, creatures and reagents. See https://www.uox3.org/forums/viewtopic.php?t=434 to read up on it.

What it does:
It currently spawns most of the npc vendors to the towns, some random folk and pets in the town of Britain, some farmers and farm animals in the farmlands, many different creatures to the outside world and dungeons, and reagents all over the world. But it still isn't complete, better see it as a good starting point and adapt it to your needs.

Customizing or improving it:
To easily modify the type of creatures spawned in the different regions you can edit the npclists.dfn in the npc folder. To edit single spawn regions or add new ones I would advise to use mspawnf v1.2 Xuri posted over here.

It also would be nice if you post any improvements or custom made versions over here, so it can become a really good default spawn file.

Community-made Spawn Download
Download: https://www.uox3.org/files/community_made_spawns_v2.zip
GitHub Repo: https://github.com/UOX3DevTeam/UOX3-Resources :)

Thanks to everyone involved into creating the spawn.dfn and the UOX3 team for this nice emu.

Posted: Sun Jul 10, 2005 1:21 pm
by Xuri
Download the Spawnregion-Editor here.

Note that the Spawnregion-Editor requires a bitmap image (a .bmp file) of the UO world to display the map. An easy way to get one is by using InsideUO. Go to the map-display part, right click on the map and select 'save'. Then choose to save the Full map (with or without patched/altitude data, up to you). Save it as map1-1.bmp in the Spawnregion-Editor folder. Alternatively, download a zipped version of a map1-1.bmp here (7.0mb!)

Posted: Tue Jul 19, 2005 3:53 pm
by giwo
Still having a couple of issues.... I fixed them myself, but figured you might want to know of them

This problem that I noted before:

Code: Select all

| Warning: Bad NPC Script with problem item 0X13E4 executed!
| Warning: Bad NPC Script with problem item 0X13E4 executed!
| Warning: Bad NPC Script with problem item 0X13E4 executed!
I found was a duplicate entry of the "Smiths Hammer" in the item dfn's (One equippable under weapons, one not under tools). Simply removing the one in the tools dir took care of that problem.

I was also getting an error on trying to spawn m_townthief and f_townthief. I found them in the npclists.dfn, but I assume the NPC itself has not yet been added to the npc definitions. Simply removing the entry in npclists.dfn fixed this issue as well.

Note I am using the latest scripts from the CVS (which I assume are up to date), with your files extracted over them.

Posted: Tue Jul 19, 2005 4:50 pm
by Xuri
Ah....uh... yes. Latest files on CVS...Err.. uh.. I should probably update those, perhaps? O_o

Edit 2: Though.. neither of my files have m_townthief or f_townthief either.

Edit 3: Alright, have updated the DFNs and JS-files on the CVS to the latest ones.

Posted: Tue Jul 19, 2005 9:42 pm
by Grimson
Xuri wrote:Edit 2: Though.. neither of my files have m_townthief or f_townthief either.
Those are normal thiefs without an AI.

Posted: Thu Sep 08, 2005 6:36 am
by Frozulot
might be important to note here that mspawnf will not load map1-1.bmp even if you did have it and put it in the mspawnf folder. :cry:

Posted: Sat Sep 10, 2005 7:40 am
by Frozulot
I found an alternative solution to my problem. I just copied my .bmp image of my map that I am using for my world, when I want to create a spawn region I open PAINT and use the box tool to put a square around the area where I want my monsters. Then when you place the pointer over the upper left hand corner of the box it tells me the x and y of that pixel (location in the world except for the z height) then I place the pointer at the bottom right hand corner of the box to get that x and y. Paint tells you the exact x and y of each pixel which is equal to one tile in the world. Then in spawn.dfn I use those cordinates to set the span region for whatever type of monster i want (ie.weakforestlist or whatever) This might be a useful tip for newbs like me and it works.

Posted: Wed Jan 25, 2006 1:15 am
by phrozenfearz
Hmm.. is Britain the only town that's populated? And.. the npc's in britain shops def. don't work as vendors.

Can anyone please explain?
I'm a total n00b to this. :D

Posted: Wed Jan 25, 2006 1:35 am
by Xuri
Make sure you use the "vendor buy" speech command and not the context menus that pop up when you click on a vendor =) That has been fixed for the next version of UOX3, which should be out soon.

As far as I know, other towns than Britain should be populated as well. Have you checked any others and found no vendors there?

Posted: Wed Jan 25, 2006 5:19 am
by stranf
The other towns should be populated, at least the shops. It seems once you get past britian, only one of each vendor is randomly placed in a shop. It's hard to tell which shop is which since the world outside of what Xuri has done is not decorated at all.

So phrozenfearz, the best thing to do is use the GM 'add menu and drop 7a couple cat and dog and NPC spawns in the town and within minutes you'll have a town similar to Britian. Add a couple more vendors through the add command as well.

(I cheated and gave the 'add command to my PCs, since i have some trusted friends, and as we played we would populate when we came to guard posts and towns. It made it more entertaining.)

NOTE: if you add decorations be SURE to set the tag to "set decayable 0 " Or the doors etc. that you place will be decayed as soon as the server does a clean up command.



Xuri: Is it possible to change the 'add script so that the DEFAULT items created are set to decayable == 0? This would be very helpful for me, since almost everything my GMs add to the world I do not want decayed.

Also, I'm wondering if anyone would be interested in my spawns/worldfile. Basically I've taken Xuris worldfile (decorations) and Grimsons' spawn.dfn, and added lots of NPCs and other decorations to finish and populate the towns.

Currently I have basic decorations (signs, tables in bars, forges in armouries, and more importatly doors) etc. and NPCs in Skara brae, Occlo, and most of Buccenears den. (on your worldfile the beds in the bucs den healers are backwords...hehehe looks funny) I've got 25% in Serpents hold, a little bit in Yew (that ones hard to populate it's so spread out). And 60-70% of Vesper. Cove is pretty much complete. Trinsic as well. I've also placed Lord British on his throne (using Xuri's healing script so he heals players) he's also got a Mage councilor/secratary dude at a desk in the front. Makes for good quest setups. Oh and British's castle is populated. (Grimsons default did a good job of populating Britain but ignored Lord B's castle)

I pretty much had Lord Blackthornes castle decorated as well, but this was before I knew you needed "set decayable 0" so I watched in horror as it vanished on the first world cleanup. ARGH!!! I haven't had the heart to tackle it again. I might soon though, since I'm thinking of starting some quests from that area.

If anyone is interested I could post updates on the project and release it when I have all towns completed. Again, my detail isn't near what Xuri's is, but it is a very good base to build on and beats a half empty world.

Posted: Wed Jan 25, 2006 9:58 am
by Xuri
You can set all new items created to decayable = 0 by using the onCreateDFN JS event in a script setup with global scriptid 0. This will cover all items created from the DFNs, which means any items created using the 'ADD menu, and any items created using the 'ADD ITEM menu.

Items added using the 'ADD 0x#### command (hex-id) are set to decayable=0 by default, so this command coupled with InsideUO is a blast for decorations =)

Were Yew, Vesper, Cove or Trinsic missing decorations as well? Or were you refering to "population" there?

Sounds like you've got yourself setup with a thriving world =)

Posted: Thu Jan 26, 2006 9:15 pm
by phrozenfearz
stranf, I would love to see your world file. I must admit, I am a bit lazy when it comes to setting up the world.. there is way too much to set up! I am just looking to get a world set up in which I can create some factions and have some fun :D

Posted: Thu Jan 26, 2006 9:22 pm
by stranf
Ok, I'll see what I can do, by monday I should have more things done as well as some magic weapons. (It could be postponed, school and all).

I'll try to get serpents hold done and maybe start work on Moonglow. Then I'll ask to see if someone can host it. If not, I'll just email it to whoever wants it.

So don't give up on UOx3, it's tons of fun once you get it working.

Your spawn files

Posted: Thu Feb 09, 2006 4:48 pm
by Hitman
Stranf,

Did you ever get to work on these?

Thx,
Hitman

Posted: Thu Feb 09, 2006 7:34 pm
by stranf
Hitman,

sorry for the late reply, school is KILLING Me!!!

Anyway, there are some issues with my worldfile.

1) For some reason the 'set moveable command dosen't work. Which means, if I place plates and stuff on tables, the PCs can pick them up. This is a problem in large shards since everything will be stolen. :cry:

(The doors and other big stuff are permenant, so even THAT is worth time and effort just to have)

Since my shard is local (only 5 of us max at a time), this is not a problem, we roleplay and generally don't steal glasses from the taverns.

2) serpents' hold is about 90% now. I've also took some liberty with Lord Blackthornes castle, more information on that later, have to go back to study.

Posted: Thu Feb 09, 2006 7:39 pm
by Grimson
stranf wrote:1) For some reason the 'set moveable command dosen't work.
The command is actually "set movable" without the "e" in the middle.

Posted: Thu Feb 09, 2006 9:42 pm
by stranf
heheheh, right. 8)

From now on I'll freeze the objects. Just set a nice macro, and it shouldn't be too bad.

Posted: Mon Feb 20, 2006 11:06 pm
by Xuri
Grimson, a suggestion for a slight improvement of the spawn.dfn file. Add a new spawnregion covering the Britain Sewers, and spawn slimes, rats and giant rats down there so newbies have some place to go to learn the ropes ;)

Posted: Tue Feb 21, 2006 4:52 am
by stranf
I'm with Xuri.


Grimson, it sounds like you've worked a bit on your own spawn.dfn since the community spawn has been posted.

Any chance you can update the community spawn or allow us to use the spawn you've worked hard on?

Posted: Tue Feb 21, 2006 5:06 am
by Grimson
stranf wrote:Grimson, it sounds like you've worked a bit on your own spawn.dfn since the community spawn has been posted.
Nope, I didn't.